I was thinking about colorspaces today, and I came up with a decent idea for a color space that can easily be converted to low-bit rgb, that should be a little more visually uniform than rgb.

I think I'll call it Yab, just because the Y works like the Y in YUV and YIQ, and the A and B work sort've like the A and B in Lab. So here's my formula.

R = Y + 2a + bG = Y - aB = Y - 3b

Any advice to improve upon this. I'm thinking there should be a way to compensate for the not-so-predictable luminance value of highly saturated colors.

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lidnariq [ Wed Feb 24, 2016 11:21 pm ]

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Re: Possible alternate colorspaces for video game palettes.

This doesn't really look all that much more useful than RGB?

Here's a simple cube, 0≤Y≤7, -4≤a,b≤3:

Attachment:

yab.png [ 615 Bytes | Viewed 2927 times ]

Lots of out-of-gamut colors too.

No yellows, and lackluster reds and purples.

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Sik [ Wed Feb 24, 2016 11:30 pm ]

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Re: Possible alternate colorspaces for video game palettes.

Maybe A/B range from 0 to 7, not -4 to 3?

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psycopathicteen [ Wed Feb 24, 2016 11:39 pm ]

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Re: Possible alternate colorspaces for video game palettes.

Or try -7 to 7. BTW, why is everything so dark?

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Dwedit [ Thu Feb 25, 2016 10:58 pm ]

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Re: Possible alternate colorspaces for video game palettes.

Sounds very similar to YCgCo, but not quite the same.

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psycopathicteen [ Fri Feb 26, 2016 10:29 am ]

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Re: Possible alternate colorspaces for video game palettes.

Dwedit wrote:

Sounds very similar to YCgCo, but not quite the same.

I never heard of that before, but it sounds awesome.

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psycopathicteen [ Fri Feb 26, 2016 6:33 pm ]

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Re: Possible alternate colorspaces for video game palettes.

I made a 12-bit YCoCg color palette. It's cool how it ended up being exactly 1024 colors. That means if I make a 15-bit version, it will come out with 8192 colors.

Attachments:

YCoCg.png [ 2.55 KiB | Viewed 2785 times ]

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Espozo [ Fri Feb 26, 2016 8:09 pm ]

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Re: Possible alternate colorspaces for video game palettes.

I always wondered how having 6bit RGB with 2 extra bits to reduce the value of the color for every channel. Because your eyes are supposedly better at seeing shades of color than different colors or something like that, I wonder if it might even look better than 9bit RGB despite only being half the colors.

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tepples [ Fri Feb 26, 2016 8:46 pm ]

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Re: Possible alternate colorspaces for video game palettes.

That's a form of RGBI, with 2 bits per channel. It's the componentwise sum of the Cartesian product of four 2-bit palettes:

RGB 3.3.3, but red and blue share the LSB (so it fits in 8-bit). I came up with it because I honestly hate how little resolution blue has in RGB 3.3.2, which wouldn't be much of an issue except because it seems new "retro" hardware insists on using that (argh!).

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Espozo [ Sat Feb 27, 2016 8:08 am ]

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Re: Possible alternate colorspaces for video game palettes.

I thought I'd try seeing how Sik's palette looks:

Attachment:

Sik's Palette.png [ 13.58 KiB | Viewed 2706 times ]

Author:

zzo38 [ Sat Feb 27, 2016 11:42 am ]

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Re: Possible alternate colorspaces for video game palettes.

I thought of a different kind of colorspace: 3-bits high-voltage, 3-bits low-voltage, 3-bits phase. The phase only covers half, because you can get the rest of the phases by inverting it which is done by switching the voltage. If high-voltage and low-voltage is same then the picture will be gray.

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lidnariq [ Sat Feb 27, 2016 11:52 am ]

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Re: Possible alternate colorspaces for video game palettes.

Espozo wrote:

I always wondered how having 6bit RGB with 2 extra bits to reduce the value of the color for every channel.

tepples wrote:

It's the componentwise sum of the Cartesian product of four 2-bit palettes:

I assumed that Espozo meant something with a multiplier, not RGBI.

Here's the equivalent palette where I parse the last two bits as a all-channels multiplier that ranges from 1 to 4:

Attachment:

rgbmult.png [ 1.24 KiB | Viewed 2673 times ]

It's really lacking in pastels, though, so the parrot doesn't look so good: